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Changes.txt: updated latest ags4 changes
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Changes.txt

Lines changed: 21 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -30,6 +30,8 @@ Editor:
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- Support reordering folders in Project Explorer with drag & drop.
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- Support importing plain script files: ash, asc or both, - besides script modules (*.scm).
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- Added "Controls transparency" slider to GUI edit pane.
33+
- Support to import and keep sprites as explicitly 8-bit images without converting to the game's
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default color depth. This lets to have chosen sprites used as 8-bit masks in a 16/32-bit game.
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- Support importing 1-bit (monochrome) and 4-bit images as sprites, room backgrounds and masks
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(converted to 8-bit).
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- Do not alter or clamp palette for 8-bit sprites imported in a 16/32-bit game.
@@ -105,8 +107,8 @@ Script API:
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- Added WalkableArea and Walkbehind structs which let work with these region types in OO-style.
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- Added Pathfinder struct, which lets to search walkable paths in certain two-dimensional
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"space", and returns them as an array of Points.
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- Added Room.PathFinder property that returns a Pathfinder object, searching paths over this
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room's walkable areas.
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- Added MaskPathfinder struct, which lets to initialize a Pathfinder using a 8-bit sprite
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serving as a navigation mask.
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- Added BlendMode enum.
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- Added Character.Enabled and Visible properties, added Object.Enabled property,
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Character.on is deprecated.
@@ -121,28 +123,38 @@ Script API:
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list of coordinates, and Character.GetPath() that returns current character's walking path.
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- Added Object.MovePath() and Object.GetPath() functions, that work similar to Character's.
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- Added Character.MoveStraight() complementing WalkStraight().
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- Added ColorFormat enum, and optional "color_format" parameter to DynamicSprite's functions:
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Create(), CreateFromBackground(), CreateFromDrawingSurface(), CreateFromExistingSprite()
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and CreateFromFile().
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- Added DrawingSurface.BlendImage() and DrawingSurface.BlendSurface() functions.
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- Added readonly DrawingSurface.ColorDepth property.
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- Added readonly Game.SpriteColorDepth[] indexed property.
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- Added GUI.ScaleX and ScaleY properties, GUI.SetScale() function.
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- Added GUI.GUIToScreenPoint() and GUI.ScreenToGUIPoint() functions.
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- Added File.Rename().
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- ListBox.FillSaveGameList(), RestoreGameDialog() and SaveGameDialog() now let define a range
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of save slots for display.
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- Added Room.PathFinder property that returns a Pathfinder object, searching paths over this
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room's walkable areas.
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- Added Speech.SpeakingCharacter that returns currently speaking character (for blocking speech).
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- Added String.Join(), String.Split() and String.Trim() functions.
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- Added StringSplitOptions enum, String.Join(), String.Split() and String.Trim() functions.
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- Added MoveSaveSlot() which renames a savegame.
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- Added System.GetEngineInteger() and System.GetEngineString() for returning diagnostic
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information about engine's runtime state. Possible arguments are defined by
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EngineValueID enum.
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- Expanded `on_mouse_click` callback, now supports two more parameters: click x,y coordinates.
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- Added "walkarea[]" and "walkbehind[]" global arrays.
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- Global arrays of game objects (Characters, GUIs, etc) are now declared as arrays of object
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*pointers*. From the user's perspective this is a mere formality, as working with these
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arrays will be syntactically same, but this makes it easier for the engine to handle them
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and objects internally.
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- Global generated game objects (Characters, GUIs, etc), and global arrays of these objects
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(character[], object[], gui[], etc) are now declared as object *pointers* and arrays of
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pointers respectively. From the user's perspective this is a mere formality, as working with
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these variables and arrays will be syntactically same, but this makes it easier for the engine
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to handle them and objects internally.
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- Overlay.X and Y properties of textual screen overlays, such as blocking speech, now treat
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assigned values correctly as screen coordinates and return values set by user consistently.
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They also return the assigned values without any offsets for textual overlays created using
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a TextWindow (having extra borders and padding).
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- All the area-related GetAtScreenXY functions (for Hotspot, Region, Walkbehind and WalkableArea)
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now return a null pointer if no room viewport is found under given coordinates.
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- Removed "hasAlphaChannel" param from DynamicSprite.Create() and CreateFromExistingSprite().
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- Removed HasAlphaChannel property from DialogOptionsRenderingInfo.
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- Removed "transparent" param from Overlay.CreateGraphical() and CreateRoomGraphical().
@@ -159,6 +171,8 @@ Engine:
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cutscene.
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- DynamicSprite.CreateFromFile() may now load 1-bit and 4-bit bitmaps, converting to 8-bit.
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- Both blocking and non-blocking videos are buffered and played on a separate thread.
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- GetTextHeight() no longer reduces "width" parameter by -1. This was an ancient mistake in
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the engine kept for many years for backwards compatibility.
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- DeleteSaveSlot() no longer causes highest save to be renamed to fill a gap in saves.
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- Added FLAC support for music, speech and sound effects.
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- Added "--no-plugins" command-line argument that denies loading any plugins;

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